Operational Warfare Developer's Blog

Developer's blog for the Operational Art of War series

About the author

Ralph Trickey maintains TOAW III
I set this Blog up for fun, and for my own edication! Nothing is guaranteed, it's for my own use primarily, so even if I say that something may happen with the next release, please understand that it may not. I plan to post random thoughts and other things like that at random times here. I don't have a specific plan for what will be here.
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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

© Copyright 2010

Preliminary rules changes Preliminary

PRELIMINARY Rules change UNTRANSLATED

The chance of engineering and rail repair are now modified by by the movement left.

AAA lethality was scaled down by a factor of 0.4.

Units surrounded now get a chance to RBC.

Overrun chances are adjusted for faster units to a max of a 2:1 additional advantage.

Overrun stands flag should be cleared when the battle takes over 50% of the defensive units.

Overrun is much more likely at overwheling odds. That should help a few of the anomalies.

Battles now include the number of shots that each side takes. This is an average of about 2 per side. It can vary between 1 and 8 depending on the ratio of armored ant anti-personnel equipment. This may help with some scenarios where you've got large numbers of low quality infantry or tanks.

We're currently looking at the 'ant attacks' or the gamey tactic of adding in an AA gun or something else in order to enhance the quality of the artillery in the attack. I don't know for sure that we'll do something, but we're looking at it.


Posted by Ralph Trickey on Friday, April 10, 2009 4:33 AM
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